- Opportunity attacks are granted when you leave a foe’s reach. This gives you a bubble of wiggle room around the opponent within which you can maneuver without taking an opportunity attack. It also means the enemies can do the same. Teamwork significantly reduces the viable movement options for a creature.
- No saves to take half fall damage in this edition, it’s only saves to catch yourself in suitable conditions (and still maybe take partial damage). If you’re falling down a cliff with a rope right next to you, I’d almost certainly give you a saving throw to catch it. Might take some damage from rope-burn or something, but it’ll be significantly less than splattering all over the ground.
Avelyn falling 10 feet while climbing a rope in Cragmaw Hideout and falling off a tree outside of Phandalin
- Heavy Crossbows don’t require a whole round to reload. I was getting that confused with an older edition of D&D (technically Pathfinder, but whatever). The ‘loading’ trait only means that the user gets just one attack per turn, even when they have features that allow for more than one. It is also ‘heavy’, so small creatures are at disadvantage when wielding it. Redbrand Goons with their heavy crossbows in the fight against Glasstaff
- When ambushed in camp, you don’t have your armor on. You cannot sleep in armor without taking an exhaustion penalty the next day. I completely forgot about that, so that one’s on me. There’s a chart for donning/doffing armor right on the DM screen too. Oops.
- You can only benefit from a Long Rest once in a 24-hour period. You guys have been good about not taking too many naps in a dungeon, but that’s a problem with a lot of groups. Good on you guys for not trying to cheese the system.
- Concentration and constitution saves on damage are a thing. It hasn’t come up a lot in the Lost Mines campaign, but it’s something to be aware of if new folks roll up casters. When taking damage while concentrating on a spell, you must make a Constitution Saving Throw where the number to beat is 10 or half the damage taken, whichever is higher.
- When dealing nonlethal damage, you must specify that you are dealing non-lethal damage before you attack. If dice are thrown before you specify, then it is lethal. I will enforce this rule, so don’t forget it.
- You can draw OR stow ONE weapon as part of your move action in a turn. This means if you’re switching from one weapon to another (like from a bow to a sword), you’ll have to DROP your first weapon on the ground in order to draw the sword and still attack with it that turn. You can use an action to take an additional draw/stow motion, but you won’t have your action for an attack that turn. All those times you guys swapped weapons in combat is supposed to be a more substantial change. If you’ve got your bow out and get cornered, you’ll have to straight up drop that bow in order to draw a sword if you want to attack in melee range
- When rolling hit dice to recover hit points (like during a short rest, for example) you also add your constitution modifier to the hit points recovered. This mod is applied per die, so don’t forget to multiply it if you’re recovering multiple hit dice worth of hp.
- Great Weapon Fighting allows for rerolls of 1 or 2 on damage dice, not on the attack die. You must take the second result, even if it is lower.